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===Death Guard=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Death guard are about what you'd expect, being tougher across the board than standard CSM, but they also gain relentless, which could be useful, and they're fearless, which is ''huge''. They are, however, slower than your typical marines with -1 to initiative. <div class="mw-collapsible-content"> *'''Requirements''': Only unique character available is Typhus (and probably Necrosius, but we need FAQ from FW). Mark of Nurgle Only. VotLW. Psykers must take one power from Nurgle. *'''Benefits''': VotLW gain Fearless, Feel No Pain, and Relentless, but suffer -1 initiative unless they are Typhus or Plague Marines, which count as troops. (Combine with The Purge to get the most out of your Havocs and Oblits.) Fearless Terminators with T5 and FnP? Oh, HELL yeah! Also, psykers may roll all powers from Nurgle discipline. *'''Warlord Traits''' **'''1 - Insensate to Pain:''' +1 to your Feel no Pain rolls. 4+ Feel No Pain. Or get a Biomancer and hope for Endurance for a 3+FnP-EW monster of a Chaos Lord. **'''2 - Tainted Regeneration:''' IWND. **'''3 - Lord of Contagion:''' Friendly units within 7" get ''Contagion'': All enemy units locked in combat with a unit with this rule take D6 Poisoned (4+) AP4 auto-hits at the Initiative 10 Step **'''4 - Hulking Physique:''' +1 Wound. That Carnifex over there surely looks frail now. **'''5 - Rotten Constitution:''' Eternal Warrior. Roll this on a Nurgle Biker Lord and drink your opponent's tears. **'''6 - Arch-contaminator:''' Poisoned weapons get an extra +1 to their effectiveness, to a maximum of Poisoned (2+). For example, Plague Marine's Plague Knifes with the Poisoned rule become Poisoned (3+). Works only for Warlord and his unit. *'''Artefacts of Nurgle''' **'''Puscleaver''': Poison 2+ CCW. Turns your DP into an MC killer. Or just take the Black Mace instead. **'''Plague Skull Glothia''': One use only. Range 8" S1 AP - Assault 1, Poison (2+), Large Blast. 15 points better spent elsewhere. **'''Pandemic Staff''': Poison 2+ staff. As a ranged weapon, it's a template S1 AP5 Assault 2. As a melee weapon, it's a Power Maul. Take this on a Demon Prince. He becomes strength 8 in close combat and becomes very capable of popping tanks or walkers plus he wounds most things on 2's and rerolls 1's since the staff also has poison 2+. **'''Dolorus Knell''': All friendly Death Guard units within 14" of the bearer have Fear during the Fight-subphase. Additionally, enemy units have to roll 3D6 while testing for Fear. Again, kinda "Meh" in the current meta. **'''Poxwalker Hive''': [[Typhus|Turn your cultists into zombies]]. At start of each turn you grant FnP to a friendly Cultist unit within 7". They can't run or shoot for the rest of the game but gain Fearless and D3 cultists come back to life in every infected unit if they are still within 7". **'''Plaguebringer''': Power sword with Poison 4+ and Daemon weapon. At 35 points, this could be a slightly cheaper and weaker Black Mace on your DP as you will be re-rolling 2+ (Poisoned states that it always wounds on a fixed number UNLESS a lower result would be required) to wound vs everything with T5 or lower. *'''Mission Objectives''' **'''1:''' A VP if 3+ of your units are on enemy table half. **'''2:''' Make 7 FnP rolls in any single phase. Make them and laugh. **'''3:''' Kill a unit with Poisoned weapon or Psychic power. **'''4:''' Pick a character. If he is alive at the end of the game. **'''5:''' Score D3 VPs if you control EXACTLY 3 objective markers. **'''6:''' If you kill 7/14/21 models you get 1/D3/D3+3 VPs. *'''Death Guard Tactics:''' These tactics are something that people have been drooling over for, and with good reason. Death Guard are perhaps the tankiest Chaos Space Marine army out there, but that blow to initiative will really hurt if you have to chase someone down, or pass a Blind test. Regular squads of 10 CSM are the way to go, in their decurion they are able to go up against most mid-range shooty armies. Keep in mind that all the models with VOTLW get ''Relentless'', which not only makes Havocs and extra CCW Marines absolutely disgusting to use but also keeps with the fluffy Death Guard theme of footslogging through the heaviest fire without stopping. NEVER UNDERESTIMATE THE POWER OF RELENTLESS. In addition, Spawn with a Sorcerer on a Bike will ruin most people's days. The Nurgle discipline is absolutely great with no real drawbacks, the Primaris is very much the unsung hero of the discipline, especially when up against those cheesy 'sit in the corner camping Tau lists' that are around the place. The builds with the best synergy are Chaos Warband + Cult of Destruction and Plague Colony + Hellforged Warpack. Lost and Damned are only worth it if you take Typhus, otherwise a Hellcult benefits you more. Terminator Annihilation Force is fun (and need I remind you these are Fearless, T5, FnP, 2+/5++ assholes that are not going anywhere any time soon?), Raptor Talon can be worth it if you combine it with Bikers <s>and Fear icons</s>. Also, uniquely you've got an interesting options to run MSU of Raptors with Relentless Plasmaguns, as ghetto Crisis Teams. Sure Chosen and Havocs get more guns, but you are much zippier and still decently survivable. But the most important thing to do with DG is to keep moving towards the enemy. You don't want your units sitting in the middle of bum-fuck nowhere getting their asses handed to them by a shit tonne of forced saves. Oh, and keep out of the way of Rending and Poisoned. Not fun. </div> </div>
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